ErikModi Posted January 4, 2015 Posted January 4, 2015 Was it because I used it on a custom follower? My best guess is you've got a hardware component about to crap out, actually. So, I had the answer all the way back then. Alright, good to know now, I guess. Not so sure about that, actually. I don't think I've ever used the mod without a custom body. On player, or on NPC? Here's a bit more detail. I use Bodyslide to make a basic custom body that pretty much everyone in-game uses (as well as a Remodeled Armor replacer that gets rid of most chest pieces on women, because obviously I'm a perv ). I've downloaded a few followers that have their own bodies instead of that custom Bodyslide body. Notably Sansa the Lonely Princess, and Daenerys Mother of Dragons (using her packaged Dreamgirls body.) On her, I believe, DD worked just fine. Recently, I managed to make my own standalone follower (less some packing issues that I just can't get figured out), a super-juggy Dunmer named Taemora. Tried applying DD tats to her, and got the sound issue again. My PC was running around with the tats just fine before I picked up the follower and applied the tats to her, so I know the issue only occurs on NPCs. I haven't tried it on NPCs using my basic body yet. But, with what little I've learned about modding over the last week or so in creating two followers (one using base body assets, the other using her own "nude armor" for a standalone custom body), is that I think DD has some kind of interaction with that applied skin that creates a standalone body. Sorry if I'm sounding overly precise here, I just want to make sure I'm articulating my point adequately. EDIT: Put some tattoos on a non-standalone custom body follower, seems to be working okay.
hewhocumsbynight Posted January 5, 2015 Posted January 5, 2015 How do I equip the special tattoo arrows to the Beautiful Bow? They aren't showing up in my inventory with the bow, which uses my iron arrows by default.
weird Posted January 5, 2015 Posted January 5, 2015 How do I equip the special tattoo arrows to the Beautiful Bow? They aren't showing up in my inventory with the bow, which uses my iron arrows by default. Don't equip anything, like a brawl or punch fight. When you put your fists out, both the bow and the arrows will appear.
jfraser Posted January 5, 2015 Posted January 5, 2015 How do I equip the special tattoo arrows to the Beautiful Bow? They aren't showing up in my inventory with the bow, which uses my iron arrows by default. Don't equip anything, like a brawl or punch fight. When you put your fists out, both the bow and the arrows will appear. His question is about getting the arrows - he is able to use the bow, which shows he already knows that part. Get rid of the other arrows in your inventory.
hewhocumsbynight Posted January 5, 2015 Posted January 5, 2015 Thank you! The arrows work beautifully now!
4nk8r Posted January 5, 2015 Posted January 5, 2015 I've been using this mod for my last couple of playthroughs and I have to say I enjoy it immensely. The only request I would make for a future version would be to add a keybind to toggle nightvision on/off, or perhaps something to adjust the sensitivity and transition speed of when it changes? It's cumbersome to jump into the MCM to turn on/off and the auto feature, while preferred for immersion, doesn't stay enabled in lighting where I think it should or the transition time takes longer than I think it should. The last is probably due to script scan cycles, which should probably be left alone for performance, but I wonder if adjusting the sensitivity of when it should switch modes would be possible? I'm just happy I finally figured out how to make it work with my ENB
Deadly Kitten Posted January 5, 2015 Posted January 5, 2015 Loving your mod so far. I had a single issue though: Once when running around with the automatic nighteye thing on, the nighteye got stuck on even during the daytime. I had to reload a prior save, which unfortunately for me, was some 3 hrs prior. Ouch. Quickly turned it off. Glad you're enjoying it If nighteye gets stuck on, you should be able to force it to reset by going into the MCM and switching it from 'automatic' to 'off' and exiting the menu. You can then set it back to automatic, if you want. Ok, this seems to work, but doesn't always trigger till you change cells. (IE, head back outdoors.) Kinda was annoying when it triggers while inside talking to the Greybeards. Lol. (still would like to see more detailed descriptions of what all the tats do while ingame, even if it's not on the "active effects" menu.)
4nk8r Posted January 6, 2015 Posted January 6, 2015 I've been using this mod for my last couple of playthroughs and I have to say I enjoy it immensely. The only request I would make for a future version would be to add a keybind to toggle nightvision on/off, or perhaps something to adjust the sensitivity and transition speed of when it changes? It's cumbersome to jump into the MCM to turn on/off and the auto feature, while preferred for immersion, doesn't stay enabled in lighting where I think it should or the transition time takes longer than I think it should. The last is probably due to script scan cycles, which should probably be left alone for performance, but I wonder if adjusting the sensitivity of when it should switch modes would be possible? I'm just happy I finally figured out how to make it work with my ENB So is there a console variable I can set to adjust when nighteye engages when set to auto? Perhaps point me to the value in one of the scripts? Thanks Edit: Also, I just used the tats for the 1st time on a follower and everything seemed to work great except the weapons don't manifest during combat. Is that a known issue or do I have something fouled up?
murfk Posted January 6, 2015 Author Posted January 6, 2015 I've been using this mod for my last couple of playthroughs and I have to say I enjoy it immensely. The only request I would make for a future version would be to add a keybind to toggle nightvision on/off, or perhaps something to adjust the sensitivity and transition speed of when it changes? It's cumbersome to jump into the MCM to turn on/off and the auto feature, while preferred for immersion, doesn't stay enabled in lighting where I think it should or the transition time takes longer than I think it should. The last is probably due to script scan cycles, which should probably be left alone for performance, but I wonder if adjusting the sensitivity of when it should switch modes would be possible? I'm just happy I finally figured out how to make it work with my ENB Hopefully this answers the questions from your other posts, too: Nighteye doesn't use a scanning script (nothing in DibDef does, actually), instead it uses Creation Kit's condition system to enable and disable the nighteye spell effect. That's as accurate and responsive as it's possible for a Skyrim spell to be, sadly. Unfortunately, the lighting values that the Skyrim environment provides are not entirely consistent throughout the environment, (and entirely different indoors) which makes picking a meaningful threshold difficult. I tweaked it for an entire playthrough to come up with the current threshold value. If you want to adjust the nighteye threshold, you can do so in Creation Kit. Look at the spell effects for the tattoo spell, and adjust the conditions to suit you. Everything I created for this mod has a DifDef prefix. I think a hotkey would be a good addition, so I'll add that to the list of things to do next time I work on DibDef.
murfk Posted January 6, 2015 Author Posted January 6, 2015 Edit: Also, I just used the tats for the 1st time on a follower and everything seemed to work great except the weapons don't manifest during combat. Is that a known issue or do I have something fouled up? That's been kind of hit-or-miss, and I don't have a solution for it yet.
4nk8r Posted January 9, 2015 Posted January 9, 2015 I've been using this mod for my last couple of playthroughs and I have to say I enjoy it immensely. The only request I would make for a future version would be to add a keybind to toggle nightvision on/off, or perhaps something to adjust the sensitivity and transition speed of when it changes? It's cumbersome to jump into the MCM to turn on/off and the auto feature, while preferred for immersion, doesn't stay enabled in lighting where I think it should or the transition time takes longer than I think it should. The last is probably due to script scan cycles, which should probably be left alone for performance, but I wonder if adjusting the sensitivity of when it should switch modes would be possible? I'm just happy I finally figured out how to make it work with my ENB Hopefully this answers the questions from your other posts, too: Nighteye doesn't use a scanning script (nothing in DibDef does, actually), instead it uses Creation Kit's condition system to enable and disable the nighteye spell effect. That's as accurate and responsive as it's possible for a Skyrim spell to be, sadly. Unfortunately, the lighting values that the Skyrim environment provides are not entirely consistent throughout the environment, (and entirely different indoors) which makes picking a meaningful threshold difficult. I tweaked it for an entire playthrough to come up with the current threshold value. If you want to adjust the nighteye threshold, you can do so in Creation Kit. Look at the spell effects for the tattoo spell, and adjust the conditions to suit you. Everything I created for this mod has a DifDef prefix. I think a hotkey would be a good addition, so I'll add that to the list of things to do next time I work on DibDef. Thanks for the info. Now I need to brush up on the CK
Guest Posted January 22, 2015 Posted January 22, 2015 Love this SlaveTats add on. I can confirm this and the "Naked Mage" system work together just fine, and the effects stack where appropriate. Like others, I would like some alternate tats. Fantastic and fun little mod.
murfk Posted January 23, 2015 Author Posted January 23, 2015 Love this SlaveTats add on. I can confirm this and the "Naked Mage" system work together just fine, and the effects stack where appropriate. Like others, I would like some alternate tats. Fantastic and fun little mod. I made one pack of alternate textures, which you can find on the download page. I'm not much of an artist, but I'd be happy to host other alternate texture packages as well.
Guest Posted January 23, 2015 Posted January 23, 2015 Love this SlaveTats add on. I can confirm this and the "Naked Mage" system work together just fine, and the effects stack where appropriate. Like others, I would like some alternate tats. Fantastic and fun little mod. I made one pack of alternate textures, which you can find on the download page. I'm not much of an artist, but I'd be happy to host other alternate texture packages as well. thanks, downloaded. Note: I am using this on my custom followers "Sirens" and so far it all works, through load doors and game saves as well. My followers are very basic... no scripting or custom bodies or clothing. Just a face, hair, a set of perks and spells. If anyone does this, pick/make followers that do not have any default clothes or armor(or use CK to duplicate vanilla followers and get rid of their default gear!)
Karretch Posted February 3, 2015 Posted February 3, 2015 So, uh, I'm not sure if maybe it's because of another mod or whatnot, but I have grace with wizard mark and it just activated on a solitude guard that walked near me, damaging him and turning the city hostile. Luckily I had a save just before hand, but is this intentional or like I thought not playing nice with another mod? It's odd, too, since I can't remember it activating like this (or at all) until just now. Edit: Thought I should add that just before entering solitude it triggered on a fox that ran by, which was odd.
srayesmanll Posted February 3, 2015 Posted February 3, 2015 So, uh, I'm not sure if maybe it's because of another mod or whatnot, but I have grace with wizard mark and it just activated on a solitude guard that walked near me, damaging him and turning the city hostile. Luckily I had a save just before hand, but is this intentional or like I thought not playing nice with another mod? It's odd, too, since I can't remember it activating like this (or at all) until just now. Edit: Thought I should add that just before entering solitude it triggered on a fox that ran by, which was odd. I've noticed that before, especially with rabbits for some reason. I was slaying them left and right (viscious, nasty creatures ). I also noticed using the Eye of Life, that some NPCs were showing up red, like the imperial prisoner transports you see a wild encounters (3 imperials, 1 prisoner) on the road. Strangely only the leader was showing up as red, the other guards were the normal blue/white. Not sure if they would get affected by this as well. so I decided not to use it when using DD just in case.
evergrey Posted February 5, 2015 Posted February 5, 2015 this sounds great, im gonna go test it out now whats the diff between the original and tribal tattoo? and can there be a more lore friendly tattoo texture? also just a thought but is it possible to make this like farcry 3? the evolving tattoo concept,the more complex your tattoo gets the stronger you become you start at the temple of dibella in markarth and the priestesses there start you off with an initiation quest(s?) after you get the tattoo set, then as you progress the questline priestesses there unlock and expand certain tattoo improving your stats,the last quest is for you to become a fully pledged "Knight of Dibella" something else to add maybe there could be also like Resists the elements(like resist cold) thing for the tats to atleast make the whole running around skyrim butt naked a little more believable
jfraser Posted February 5, 2015 Posted February 5, 2015 this sounds great, im gonna go test it out now whats the diff between the original and tribal tattoo? and can there be a more lore friendly tattoo texture? also just a thought but is it possible to make this like farcry 3? the evolving tattoo concept,the more complex your tattoo gets the stronger you become you start at the temple of dibella in markarth and the priestesses there start you off with an initiation quest(s?) after you get the tattoo set, then as you progress the questline priestesses there unlock and expand certain tattoo improving your stats,the last quest is for you to become a fully pledged "Knight of Dibella" something else to add maybe there could be also like Resists the elements(like resist cold) thing for the tats to atleast make the whole running around skyrim butt naked a little more believable The tribal tats look better, imho, but the author has said he doesn't have the artistic skill to make better ones. I don't either. If you know how, that would be awesome. [shameless plug]Dibella's Recruit kind of does what you suggest, but without the progression angle. If more tats become available, I could add that aspect.[/shameless plug]
Suldra Posted February 5, 2015 Posted February 5, 2015 Really interesting concept, may sound odd but do you think it'd be possible to work in support for say http://www.nexusmods.com/skyrim/mods/19281/ (Kinda makes the game nearly impossible unless you're hardcore stealthy with bow and arrow or in full on heavy armor) lol. Would just be kinda fun to have a bit of an alternative that is kinda adult oriented to go along with that mod I tried Requiem for a while, and while I really like how hard he made it for characters to advance and survive, he really dropped the ball in a lot of other places. this was mainly due to the fact that he assumes that his experiences with RPG's (vs anyone else s) which as you can see from his videos are very, very limited and parroted from console game review sites; yes I said console game review's not PC! However, I like Dibellan Defenders a lot however, it does have a tendency to make my character quite over powered. I am also using untamed right now without DD installed. Has anyone tried these together without making their character godlike?
murfk Posted February 6, 2015 Author Posted February 6, 2015 Really interesting concept, may sound odd but do you think it'd be possible to work in support for say http://www.nexusmods.com/skyrim/mods/19281/ (Kinda makes the game nearly impossible unless you're hardcore stealthy with bow and arrow or in full on heavy armor) lol. Would just be kinda fun to have a bit of an alternative that is kinda adult oriented to go along with that mod I tried Requiem for a while, and while I really like how hard he made it for characters to advance and survive, he really dropped the ball in a lot of other places. this was mainly due to the fact that he assumes that his experiences with RPG's (vs anyone else s) which as you can see from his videos are very, very limited and parroted from console game review sites; yes I said console game review's not PC! However, I like Dibellan Defenders a lot however, it does have a tendency to make my character quite over powered. I am also using untamed right now without DD installed. Has anyone tried these together without making their character godlike? I suspect (haven't tried) that using any two naked-PC mods together will result in godlike characters, unless they interfere with each other somehow. As for the DibDef balance: I play on legendary difficulty, with ASIS, monster mod, and a number of other difficulty-enhancing mods. It's balanced for that by default, so yeah, it's gonna be overpowered for easier play modes. You can adjust that somewhat in the MCM though: lowering the armor per level alone should make a big difference.
Deadly Kitten Posted February 6, 2015 Posted February 6, 2015 Would it be possible to make the weapon damage bonus moddable in .5 increments? I find that sometimes 1 point/level is just too much.
Another seeker of eternity Posted February 28, 2015 Posted February 28, 2015 How about making some point per level advance to enchants too? when level caps are 10, and others steal 10 points, it doesnt do much when fighting against legendary dragon
murfk Posted February 28, 2015 Author Posted February 28, 2015 How about making some point per level advance to enchants too? when level caps are 10, and others steal 10 points, it doesnt do much when fighting against legendary dragon It's worth thinking about, at least.
megusta Posted March 11, 2015 Posted March 11, 2015 Thanks for the great mod. Not sure this has been addressed already, but is there any way to customize weapon/shield texture?
murfk Posted March 11, 2015 Author Posted March 11, 2015 Thanks for the great mod. Not sure this has been addressed already, but is there any way to customize weapon/shield texture? You mean the texture used for the tattoo, or the texture on the object in game? In both cases, yes, but it involves overwriting the texture files on the disk.
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